How to win as Mafia: Calculated Inaction

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Post Post #25 (ISO) » Tue May 10, 2011 2:57 am

Post by GreyICE »

Seraphim wrote:I want add a corollary to one of these:

Defend the strongest players of the town. Pick one in particular to defend excessively. If you die, this will tie you to them and allow your team to lynch them quickly. As a note, generally, if you build a meta for defending people you will do well in all your games.
Besides linking them to you, this will also get them on your side.

This also works for VI players. If you defend one, dismissing their play as stupid but town, even if you're insulting, you can get that player on your side later. Keep 'em around for LYLO if possible, then you can coerce them into voting the other guy for your win.

Or best, defend them exactly enough until they've dug a pit so deep that sunlight is a distant pinprick of light. Then let one of your partners lynch them over your protests. Have your partner suggest strongly that you're scumbuddies with the VI.

Sure, you or the lynch leader will probably get lynched at some point, but if you do it right, you can get a HUGE amount of town credit by defending the VI-townie then leading a lynch on your scumbuddy who was pushing the VI.
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Post Post #26 (ISO) » Tue May 10, 2011 3:28 am

Post by Zachrulez »

So if I see a player doing all 12 of these things in one of my games... well, that's going to be an interesting discussion.
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Post Post #27 (ISO) » Tue May 10, 2011 10:15 am

Post by Lord Gurgi »

I think there's a bit of a misconception about my intentions for the guide. The overall goal of this guide is to play a safe game, where you're basically guaranteed a victory by town stupidity. What wins games as the mafia is not cleverness but patience. Gambits, buses, and other tricks designed to keep you alive are really unnecessary risks. You don't need to do things that make it harder for you to win in order to win. The town will handle that for you, all you have to do is keep your head down until victory. The Mafia doesn't need to do anything special. The point is to keep your options open so that you always have a choice that doesn't make you look inconsistent or stand out, even as the game goes on.

Spoiler: Response to Charnel
Charnel wrote:13) know your enemy. Meta is more important as scum then as town.
I don't know that I agree, but I take your point.

Charnel wrote:Some people are followers. Make a catchy case and put the 3rd vote on someone and you’ll see them coming.
Actually this is what I'm trying to tell people not to do. If you're leading the town, sooner or later it will turn on you. The point is to get the town to lynch people you publicly have called town. Only occasionally do you want to lynch people you call scum. The issue is that the leader of the town lynching town too many times in a row will be unable to keep the town behind him. At least not reliably, anyway. You're not trying to control the town, you're trying to stay out of the town's way. You don't have to give a destructive alcoholic booze, you just have to make sure it's around.

Charnel wrote:Some people can’t have it that they are attacked. They make idiots of themselves when you unfairly attack them. If you make sure that you are logically sound, the town will disregard them later. Keep annoying such a player and it will be a cursing fest in which you look the good one.
I would change this slightly. If there are immature people on the town that can't defend themselves well, any sort of attack you make will end up being reinforced by his response. Find something weak (but correct) and just keep attacking them until they crack.

Charnel wrote:Some people get lynched. Simple as that, there are players who almost always get lynched in the first three days. Don’t push them early, town is going to shoot itself in the foot there anyway, also without your help.
That's more or less the gist of what I was saying with regard to any lynch. Best to be far away from a debacle.

Charnel wrote:Contrary to the above, there are people who never get lynched. Either be fast in discrediting them with some clever case, or don’t start with it and kill them N1. Once they are settled, there is no way an attack on them isn’t going to backfire
Nightkilling Ether can be prudent, yes. I think that the night one kill is your best play here. Keeps your hands clean since no one really looks at what the dead think anyway.

Charnel wrote:Then, meta is important in knowing what tells your town prefers. Point such tells out in others while avoiding them specifically yourself. If you know your town isn’t bothered by classic scumtells (wagonning and OMGUS for example), be as scummy with them as you like, as long as you are pointing out some hip motivational scumminess one someone else.
Yes, but I think that you're better off not risking this. It's not really necessary to wagon wildly, or engage in OMGUS to win. Play it safe and you'll win.

Vi wrote:The sanity rate for Cops in Normal games is 100% barring Millers and Godfathers. Not that I can downrate Godfathers too much after txtMafia... Outside Normal games the sanity rate for Cops is... more or less the same actually, unless you're playing in an UncertainKitten game.
If this is true, I'm surprised. I haven't played in a mafia game with a sane cop in years. I don't play as much as I used to, but I thought this was still the case. It seems to me that mods feel that sane cops are too powerful, so the scum regularly have a roleblocker or a godfather to essentially nullify the cop. People aren't as subtle as they used to be about being a power role. Often they'll get themselves nearly lynched and have to claim because they're being too scummy trying not to get nightkilled. A power role will often neuter themselves in order to get more results, which are rarely worth it. I don't fear a power role as scum. I fear a vanilla town much more, because they actually try to find me.

Spoiler: Response to Parama
To be honest, I disagree with almost everything you are writing here. I think you're misunderstanding the style that this guide is promoting. I think also that many of your responses are programmed and not thinking responses. That is part of what this guide games on. People don't really read what players are doing and then ask themselves "What is the scum motivation for doing this in this circumstance, what is the town motivation for doing this in this circumstance?" Instead, the question asked is, "Is this action something scum does?" All mafia have to do in today's environment is stay reasonably active, be consistent on semi-popular wagons, and try to keep their partners alive. The town does the rest. The conception that the mafia is meant to trick the town is outdated.

Parama wrote:You want to lynch the people the town calls scum who aren't scum and kill the people the town calls town who are town. It helps when the town's not letting the mafia speak for itself and is trying to push mislynches by itself.
The point I am making is that you don't want to be responsible for people being lynched, not all the time. You want to be behind the occasional lynch, but not every one, or people will figure out that you're misleading the town. You want to be on plausible alternative wagons a lot of the time, with the occasional strange splinter wagon to cover your trend. It doesn't matter if the town thinks someone is town, if they're contributing to the town continuing to lynch each other, you want them alive. The point is to kill strong members of the town, not necessarily the popular ones. Just because everyone agrees that someone is town does not mean they are right. If you defend that person and play your cards right, you've made a friend till lylo who will win the game for you.

Parama wrote:
Better option:
Find one weak player to call scum, one average player to call scum, and one strong player to call scum. Push hard on the strong one, but end up voting one of the other two by the end of the day.
Again, you don't want to be on successful wagons if you can avoid it. Or else you will run out of valid scumreads, as I said. You want to have more than one of your original scumreads alive in the late game. Then you can continue to reuse old points peppered with new information with minimal effort.

Parama wrote:Tell people this and they'll spam a thread. Tell them to post only when they have something to say and they'll lurk. Tell them to post when they have to look like they have something to say, and they'll probably do a damn good job fooling townies.
I'm not entirely sure what you're trying to get at here. You want to be posting lots early. People don't want to lynch the active members of the town because they have had it drilled into them since their first newbie game that activity is objectively good. Later you can get away with less because town reads persist after they should. I mean, when would you ever tell people not to post when they think they ought to? Again, I'm not really sure what your point is.

Parama wrote:
I don't know what time period you're from, but Lynch all Lurkers is usually a bad strategy. You tell them to get active, and then when they post substance you look for the holes in it. They've stopped being lurkers by the time you have grounds for lynching them, but it's easier to lynch an inconsistent townie than a lurking townie.
Though if you can catch a bad townie active lurking...
If you're actually getting lurkers to be active by pressuring them, I'm surprised. Lurkers are easy to lynch because they don't change their ways. And if you spend time pushing their lynch and they do suddenly begin to post, you lynch them for posting only under pressure. I just don't agree with you here. Lurkers don't defend themselves, it can't get much easier. Perhaps you have a hard time because you don't have a meta for lynching lurkers. Sculpting your meta is part of playing a good mafia game and a good town game. I can defend people as both town and scum because that's my meta. Being able to do that helps me win as either alignment. Lurkers are also good to lynch as town.

Parama wrote:
It really seems like optimal D1 scum play is to bus a partner to death and have that partner set up several subtle links... to townies. I think you SHOULD push your worst partner as soon as possible. Townies don't expect that, and the abundance of "OMG WIFOM" claims seems to be lessening as time goes on. Defending a partner can end up looking like "speaking for them" which is seen as a strong scumlink because... well, it is! Don't defend anyone too hard unless you're claiming you confirm them as town; and don't ever try to confirm a partner as town. That's suicide.
No. Busing is a bad way to play that makes it harder for your team to win. You want to be able to lynch your partner if they do badly, but there's no reason to kill them from the outset. It's stupid to do that, really. Why should you be more willing to defend a townie than your own ally, just because they might get lynched? Well I suppose that would be bad if you've already killed your third ally. Being connected to part of your team is not bad. People are suspicious if you have no connection to a player because that's how bad scum tends to treat their allies. I just don't agree with you at all on this one. Busing your ally might get you a bit of towncred, but certainly not enough to be worth an ally. This is why you divide your team in the minds of the town. That way if the town happens to get some of you, they won't consider the rest of your group to be at all connected. I have played games where my partners have died, and I have been 'cleared' as a result, because the town thinks the idea is so ridiculous they don't even consider it. That's how you win games.

Parama wrote:
Disagree, find one strong player to push suspicion against and try to rally the other strong players behind you. I personally see excessive defending of another player as a scum to town link; scum just don't defend each other very much these days.
So first you say don't defend your partner because scum do that, and now you shouldn't defend town because scum do that and don't defend their allies. Please be consistent if you're going to mount criticism. The point of being friends with a strong townie is so that you're not left in a position where you have to lead the town. You don't want to be saddled with the burden of proficiency. That way you can cut ties to him and lynch him if you need to when he has lynched too many townies. You're playing for time as mafia.

Parama wrote:If you keep pushing lynches other than the most popular, town's going to catch on eventually.
Not everyone can be on the most popular wagon every time. And as I pointed out before, if your wagons become popular push them to the ends of the earth. You don't want to be away from every wagon, just most wagons. You want to be consistent, but not mainstream. You want people to have vague good feelings about you, because those don't get contravened by facts.

Parama wrote:Though aim for confirmed townies if they're at least halfway decent. I did win a game once by leaving an idiot confirmed townie alive until MyLo and endgamed them.
See my previous response about what constitutes a "strong member of the town".

Parama wrote:I don't think everyone is capable of this. Partly because there's lots of people who find games more interesting as they go on.
Staying active works too. Then you continue to be town, but also run into the problem of being too town for too long. The point is not to suddenly disappear off the map and lose the good feelings people had about you.

Parama wrote:I think scum dying D1 should claim a PR and wait for it to get counterclaimed. They're already dead anywho; town tends to lynch claimed vanillas quickly on earlier days.
Again, see my previous response with regards to exceptional circumstances for a claim.

Kublai Khan wrote:15) Don't underestimate the power of subtle praise. Stuff like "That's a great point" and "Shit, I didn't notice that" or even "I'm sheeping X, who is obv-town" helps building false confidence in townies, then when it results in a mislynch their confidence is shaken and they'll tend to start WIFOMing their reads.
[/quote][/quote]Yes.
(11:26:07 PM) thesheamuffin: I'm counting gurgi because I would probably make out with him if I were drunk enough
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Post Post #28 (ISO) » Tue May 10, 2011 10:21 am

Post by ReaperCharlie »

For the most part, I like this guide. It also explains why Gurgi is not usually on my radar.
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Post Post #29 (ISO) » Tue May 10, 2011 10:38 am

Post by animorpherv1 »

ITT we figure out how to lynch Lord Gurgi.
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Post Post #30 (ISO) » Tue May 10, 2011 10:44 am

Post by Lord Gurgi »

The thing is, that most of this guide is common sense. I don't think anyone has yet been surprised by what I'm writing. So why does it work? Because people are programmed to think a certain way by newbie games and by mafia theory as it is. I don't expect to see significant troubles as a result of this guide, since people don't really process this way of playing as indicative of being mafia. Besides, the proper way to play town is only slightly different than the proper way to play mafia.
(11:26:07 PM) thesheamuffin: I'm counting gurgi because I would probably make out with him if I were drunk enough
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Post Post #31 (ISO) » Tue May 10, 2011 10:46 am

Post by GreyICE »

Actually the proper way to play town is to play in ways that makes the mafia obvious, which means pretty much not like this at all.
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Post Post #32 (ISO) » Tue May 10, 2011 10:47 am

Post by ChannelDelibird »

ITT we learn how Gurgi plays scum
#greenshirtthursdays
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Post Post #33 (ISO) » Tue May 10, 2011 10:55 am

Post by Lord Gurgi »

GreyICE wrote:Actually the proper way to play town is to play in ways that makes the mafia obvious, which means pretty much not like this at all.
I can see why people think you're arrogant. You're also wrong. The point of playing mafia in this way is to blend in with the town. Town is remarkably harder, and if you want to have any impact on the game at all, you won't try to stick out as town either. Patrick will tell you all about the problem of always being seen as town. The town motivation to protect themselves from lynch and from nightkills is no different than the mafia motivation to protect themselves from lynch and from accusations of dodging nightkills. The only differences are that the town is trying to find out the alignment of other players. They are still trying to protect people of their own alignment, and still trying to lynch people of other alignments. There is a reason why the correct term for alignments is the informed minority and the uninformed majority. Because that is all that distinguishes them from one another. Information and size.

I'm planning to post a similar guide on how to play town. Expect many points to be to look out for exactly what this guide tells you to do.
(11:26:07 PM) thesheamuffin: I'm counting gurgi because I would probably make out with him if I were drunk enough
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Post Post #34 (ISO) » Tue May 10, 2011 10:57 am

Post by Empking »

Should VTs try to avoid night kills?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #35 (ISO) » Tue May 10, 2011 11:00 am

Post by Lord Gurgi »

A corollary to mafia being able to kill who they want because no one analyses night kills any more is that once a player is dead, no one even considers their point of view. Being dead effectively ends your ability to move the town along the right track.
(11:26:07 PM) thesheamuffin: I'm counting gurgi because I would probably make out with him if I were drunk enough
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Post Post #36 (ISO) » Tue May 10, 2011 11:17 am

Post by Vi »

Master Gurgington wrote:As a note, generally, if you build a meta for defending people you will do well in all your games.
:score:

Empking wrote:Should VTs try to avoid night kills?
I think the answer depends on the anticipated strength of the game's power roles.
Generally, I think the answer is "not at all" - they're the ones who need to look Town early on, and (regardless of whether they're right or wrong) block kills that would otherwise hit power roles who can take over later. A LyLo full of reasonably believable Town power roles is really, really lame for scum.

The problem with everyone being inscrutible is that if everyone does it it becomes nearly impossible to scumhunt D1, basically FORCING the first few lynches to be on weak players for the sake of them being weak. It's possible to find scum D1, and perhaps if more attention is paid to N1 NKs...?

no one analyses night kills any more
"Any more"?

All the snide comments about Lord Gurgi's scum meta make me sad that when we played together LG was confTown :(

are you saying that ABR is classier than CHESSKID?
ABR smokes cuban cigars while you smoke Pixy Stix :P
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Post Post #37 (ISO) » Tue May 10, 2011 11:28 am

Post by Lord Gurgi »

Vi wrote:
no one analyses night kills any more
"Any more"?
Once upon a time, when the animals of the GreyLabyrinth played with the DragonPhoenix and everyone was happy, the town would look into why murders happened and then they caught the murderers. Now with the mith ruling over the mafiascum with an iron fist, and the people slaving in the threads, the murders are no longer investigated. Now the criminals win and the innocent animals die.
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Post Post #38 (ISO) » Tue May 10, 2011 11:35 am

Post by GreyICE »

Lord Gurgi wrote:
Vi wrote:
no one analyses night kills any more
"Any more"?
Once upon a time, when the animals of the GreyLabyrinth played with the DragonPhoenix and everyone was happy, the town would look into why murders happened and then they caught the murderers. Now with the mith ruling over the mafiascum with an iron fist, and the people slaving in the threads, the murders are no longer investigated. Now the criminals win and the innocent animals die.

I actually agree with this.

I can think of more games where it was painfully obvious EXACTLY why a certain person died, and the town just futzed along.
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Post Post #39 (ISO) » Tue May 10, 2011 11:52 am

Post by Shanba »

Multiple choice exam?
1: true
2: true
3: false, kinda (this is actually a high risk reward strategy. Most townies lock themselves into a scumlist early on in the game. The filtering process for adding and removing suspects is pretty low. That means first impressions count for a lot. If you can make people think you are townish with your early posting, that's a perception that will tend to continue for some time. However, if your hogging of the limelight draws attention to you and people start thinking you're scummy with your early posting, you're not going to be able to shrug that off very easily. Laying low for a bit can allow you to avoid the stage where people form opinions, and let you be a "Shanba: neutral leaning town" for most of the game)
4: true
5: false (better players will call you out on this. The whole "I have three suspects, X for these reasons, Y for these reasons and Z is kinda scummy" is actually a pretty classic linking tell between you and Z)
6: true
7: true
8: true
9: true, kinda (it's more the accurate and pro-town seeming players than
necessarily
the strongest)
10: false (better players will pick up on this. This worked a few months/a year or so ago, but is being called out more often nowadays. It's worth noting that in general, though, the more you post in spurts, the more forgiving town are of your periods of inactivity. I tended to lurk through day 1 as scum and then pick up my posting days 2 and 3 then stop posting again. People will say stuff like "oh his lurking has improved since then and the idea that you're a lurker will fade)
11: LOLSOTRUE
12: false (frequently it's a better play to claim a power role than vanilla. Remember, in a standard 13 man mini, town needs three correct lynches to win and 4 mislynches. If you're ahead on mislynches, forcing 1 for 1 trades is a good thing. What's more, there are situations where a vanilla claim simply wont save you (in particular when a power role is breadcrumbing a result on you.) It's easier and safer to claim townie, but sometimes claiming something else has better expected return.)
13: true (but no fun)
14: true
15: false (you don't need to push shit. Town will cannibalise failing leaders on its own)
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Post Post #40 (ISO) » Tue May 10, 2011 12:09 pm

Post by Lord Gurgi »

3. The way I see it, that is why I suggest posting a lot early on. By the time reads cement just before the first lynch everyone has you in their mind as an active player. I think it's harder to recover from a lurker mindset than it is easy to continue an active mindset.

5. I doubt it. You can't lynch everyone. If your stupid partner starts to take a dive you can stay semi-reluctant or at least prefer another lynch. This is a part of play that I have a real hard time with. I don't like to lynch my partners ever. Objectively, it's probably better to lynch them, but I hate to do it.

10. This has worked for years, and the real lurkers will always be more of a problem than the semi lurkers. If one of these strategies stops working for a little bit adjust and go back to it in a few months.

12. Power claims tend to unravel or be counterclaimed, which is why I recommend vanilla claims in general. It's safer. Again though, all this is mitigated by extreme circumstances. So I agree with you if you only need to survive a little bit longer.

15. Yep. But all the same, this is late in the game when you can afford to get your name attached to a mislynch.
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Post Post #41 (ISO) » Tue May 10, 2011 1:24 pm

Post by Mr. Flay »

Lord Gurgi wrote:A corollary to mafia being able to kill who they want because no one analyses night kills any more is that once a player is dead, no one even considers their point of view. Being dead effectively ends your ability to move the town along the right track.

That's immensely disappointing. I am/was a big fan of the NK analysis.
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Post Post #42 (ISO) » Tue May 10, 2011 1:28 pm

Post by Vi »

Mr. Flay wrote:
Lord Gurgi wrote:A corollary to mafia being able to kill who they want because no one analyses night kills any more is that once a player is dead, no one even considers their point of view. Being dead effectively ends your ability to move the town along the right track.
That's immensely disappointing.
That's immensely true though. Although there are plenty of times when the people screaming in the dead thread are wrong as well.

Also there's some dissonance coming from the content of this thread and the "Mostly Harmless"+iPod Clefairy combo.
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Post Post #43 (ISO) » Tue May 10, 2011 1:31 pm

Post by Seraphim »

I think everyone needs to read this thread to see the problems with the current meta on this site.
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Post Post #44 (ISO) » Tue May 10, 2011 2:39 pm

Post by Yosarian2 »

I do actually think that basic nightkill analysis is starting to come back into vouge, which is a good thing for the town. I've seen it used in several recent games. I've also seen some silly townies think it was scummy in all of those games, but hey.

Edit: In general, this is a good guide for a certain strategy of playing mafia. The main weakness of this type of scum play is that you tend to get lynched late, when other people start to look obviously town, and you still look kinda null ish. This is the kind of scum player that usually falls to a good process-of-elimination town strategy midgame. That being said, this style of mafia play does work well, especially if there's a lot of weaker townies in the game to absorb the process of elimination lynches, or if the scum is able to win the game early.
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Post Post #45 (ISO) » Tue May 10, 2011 2:44 pm

Post by GreyICE »

Lord Gurgi wrote:
GreyICE wrote:Actually the proper way to play town is to play in ways that makes the mafia obvious, which means pretty much not like this at all.
I can see why people think you're arrogant. You're also wrong. The point of playing mafia in this way is to blend in with the town. Town is remarkably harder, and if you want to have any impact on the game at all, you won't try to stick out as town either. Patrick will tell you all about the problem of always being seen as town. The town motivation to protect themselves from lynch and from nightkills is no different than the mafia motivation to protect themselves from lynch and from accusations of dodging nightkills. The only differences are that the town is trying to find out the alignment of other players. They are still trying to protect people of their own alignment, and still trying to lynch people of other alignments. There is a reason why the correct term for alignments is the informed minority and the uninformed majority. Because that is all that distinguishes them from one another. Information and size.

I'm planning to post a similar guide on how to play town. Expect many points to be to look out for exactly what this guide tells you to do.

The only flaw to being obvtown whenever you're town is that people might think you're scummy if they don't think you're obvtown immediately.

Which is entirely a meta problem and I'm not going to play any game of mafia worse in order to maybe get a scum win somewhere.

Act up a little. Question some assumptions in the thread. Make some waves. Don't do what's expected. That's good town play.

If the mafia is the informed minority, they have more information to fuel their predictions. Act unpredictably.
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Post Post #46 (ISO) » Tue May 10, 2011 3:04 pm

Post by Vi »

GreyICE wrote:Act up a little. Question some assumptions in the thread. Make some waves. Don't do what's expected. That's good town play.

If the mafia is the informed minority, they have more information to fuel their predictions. Act unpredictably.
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Post Post #47 (ISO) » Tue May 10, 2011 4:14 pm

Post by SpyreX »

The only flaw to being obvtown whenever you're town is that people might think you're scummy if they don't think you're obvtown immediately.


This. A thousand times this.

NK analysis I think needs to come back into style more and more. At the very least a shakeup I think would be good overall.
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Post Post #48 (ISO) » Tue May 10, 2011 4:18 pm

Post by Andrius »

SpyreX wrote:
The only flaw to being obvtown whenever you're town is that people might think you're scummy if they don't think you're obvtown immediately.


This. A thousand times this.

NK analysis I think needs to come back into style more and more. At the very least a shakeup I think would be good overall.

Definitely a problem for me. And SpyreX, as I've seen. :P
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Post Post #49 (ISO) » Tue May 10, 2011 5:21 pm

Post by Lord Gurgi »

GreyICE wrote:The only flaw to being obvtown whenever you're town is that people might think you're scummy if they don't think you're obvtown immediately.

Which is entirely a meta problem and I'm not going to play any game of mafia worse in order to maybe get a scum win somewhere.

Act up a little. Question some assumptions in the thread. Make some waves. Don't do what's expected. That's good town play.

If the mafia is the informed minority, they have more information to fuel their predictions. Act unpredictably.
The other flaw to being obvtown is getting a bullet in your brain. I tend not to rate being obviously town very highly. I prefer to be effective town, which in today's meta requires being alive. I don't advocate playing anything other than optimally in every game. I hope you don't think that's what I'm saying. I'm saying that because people won't heed your advice after you are dead, you need to be alive to be a good townie. Sure it's good to question assumptions, usually your own. I don't disagree with that, but I think that making a conscious effort to be unpredictable leads to gambits and unnecessary risks. Certainly you shouldn't be playing to a form, but I feel that the number of players that are both good and play to be intentionally unpredictable can be counted on one hand.

To be honest, I know a lot less about how to play well as town, because it's harder and you have to adapt to an infinite variety of mafia play. Fundamentally everything the town does should be based upon the circumstances, upon every piece of information that you gather all taken into account somehow. That's hard to put into words. Good town keeps the town active and on track. Fosters healthy discussion, and doesn't descend into ad hominem discussion. Good town answers questions, but doesn't push too far into irrelevant topics. They know to reevaluate their reads and legitimately consider the opinions that other players have. The worst thing that townies can do is do the opposite of these things, and I think that's why they tend to lose a lot. Tunnel vision, ad hominem, monopolies on truth, refusal to answer questions, and driving for pages at irrelevancies are what plague the town and make it so that all the scum have to do is not lynch themselves.
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